Having finally seen The Outer Worlds 2 for myself, it’s clear that Obsidian Entertainment has prioritized deepening its RPG elements. While the first game offered a more streamlined approach to character progression, the sequel encourages players to embrace unconventional playstyles and avoid character homogeneity. The Outer Worlds 2 isn't just about complexity for the sake of it; it's designed to foster creativity and specialization in character development, nudging players toward making unique and sometimes oddball choices.
“We're looking for ways to incentivize the player to experiment with different builds, either traditional or non-traditional,” design director Matt Singh explained during a discussion on the revamped RPG mechanics. He emphasized the team's focus on creating synergies between Skills, Traits, and Perks, which we saw in action during an exclusive 11-minute gameplay showcase featuring new gunplay, stealth, gadgets, and dialogue. This IGN First coverage delves into the intricate rework of these systems and what players can expect from them.
Rethinking the Skill System ---------------------------Lead systems designer Kyle Koenig reflected on the first game's character development, noting, “We would often see characters good at everything, which by the end of the game, minimized your personal experience with your character.” To address this, Obsidian has shifted away from the original game's Skill categories, opting instead for individual Skills with more distinct differences. “We wanted to focus on making each individual level-up and investment really important. There's less confusion on when I should invest in one Skill or the other. If I want to be a player that's all about guns and using medical devices, I know which Skills I really need to care about. By having them separated and not in groupings, it lets characters be more specialized,” Koenig explained.
Singh added that the new system allows for a broader range of player profiles, saying, “There's more than just a traditional stealth-focused build, combat-focused build, or speech-focused build. There's a lot of blending of concepts, playing with other systems and incorporating those into a pretty broad, but unique range of different player profiles.” He highlighted how certain Skills, like Observation, can reveal hidden environmental elements, such as secret doors or interactive objects, which can lead to alternative gameplay paths.
The Outer Worlds 2 Character Creation - Screenshots
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While individual Skills might be expected in RPGs, The Outer Worlds 2 uses this revised system to enhance character build diversity and open up new possibilities, particularly in conjunction with the revamped Perks system.
The Perks of Getting Experimental
Obsidian aims to provide specific and unique gameplay paths through an expanded Perks system. “We've significantly increased the number of Perks with over 90 of them – each of those requiring various Skills to unlock. As you invest in Skills, it changes how you can invest in Perks and leads you down many different paths,” Koenig said. He illustrated this with examples like the Run and Gun Perk, tailored for shotgun, SMG, and rifle users, allowing them to fire while sprinting or sliding, and the Space Ranger Perk, which enhances dialogue interactions and damage based on the Speech stat.
Singh highlighted the game's support for non-traditional playstyles, mentioning Perks like Psychopath and Serial Killer, which reward players who choose to eliminate NPCs, offering bonuses like permanent health boosts. “Especially in an Obsidian game where we allow you to kill anybody – the game's going to respond, it's going to roll with it, and you're going to still be able to complete the game. It's actually a really fun way to play in a second or third playthrough just to see how far you can take it,” Singh remarked.
For more traditional playstyles, Koenig discussed builds that leverage elemental combat, such as using plasma to burn enemies while healing, shock damage to control automechs, or corrosive damage to strip armor and deal critical hits.
Singh also pointed out opportunities for experimental gameplay through mechanics that reward players for taking risks, such as opting into detrimental effects to boost other character aspects. “How do I construct a build where I'm actually incentivized to get in there and take damage so that I can then do other things effectively? I really like those kinds of creative builds that allow you to play with that idea and convert something that might be negative into a positive aspect of your build,” he explained. This approach, while present in the original, is now a central theme in The Outer Worlds 2, particularly with Traits and Flaws.
The Positive and Negative Traits
Koenig touched on the original game's influence from Fallout, mentioning, “One of the things in The Outer Worlds that was a key off of Fallout was you could have negative attributes that would be actively detrimental to your character, but you get a few extra points to spend somewhere else.” The Flaws system from the original game, which offered permanent effects in exchange for Perk points, is expanding in The Outer Worlds 2.
The sequel introduces a system of Positive and Negative Traits, where choosing a negative Trait allows the selection of an additional positive one. Examples include Brilliant, which grants extra Skill points, or Brawny, enabling players to knock down targets by sprinting into them. Conversely, negative Traits like Dumb, which locks out investment in five Skills, or Sickly, which reduces base health and toxicity tolerance, present strategic trade-offs.
The Outer Worlds 2 Gameplay - Screenshots
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While a deeper dive into the revamped Flaws system will come in a future article, it's clear that The Outer Worlds 2 is pushing the boundaries with creative and clever implementations. The game monitors player behavior to offer Flaws with both positive and negative conditions, which players can opt into for a permanent character impact.
Guiding Players and Ditching Respec
With the increased complexity in The Outer Worlds 2, Obsidian has focused on making these elements clear and accessible through in-game explanations and UI enhancements. “Right from the get-go, from character creation, we really wanted to put in the forefront what are the differences of these skills and what they do,” Koenig stated. This clarity extends to short tutorial videos within menus and the ability to mark Perks as favorites before unlocking them, aiding in build planning.
However, Obsidian has eliminated the respec option after the introductory sequence, encouraging players to commit to their choices. Koenig explained, “By removing respec, we really incentivize it to be your experience. It is a part of your experience that no one else had, and I think that's really special about RPGs and something that respec tends to lessen.”
Singh reinforced this philosophy, stating, “Philosophy-wise, we really feel all of your choices should matter. They should be meaningful changes to your gameplay experience. And this is just one of those ways where we're asking you to make a choice, stick to it, and see how that plays out in interesting and fun ways.”